/**
* Copyright 1998-2012 Epic Games, Inc. All Rights Reserved.
*/

class BaseableKActor extends KAsset;

var(At1) name boneName1;
var(At1) name baseAttachedBoneName1;
var(At1) SkeletalMeshActor myBase1;
var(At2) name boneName2;
var(At2) name baseAttachedBoneName2;
var(At2) SkeletalMeshActor myBase2;

simulated function PostBeginPlay() 
{
	super.PostBeginPlay();
}

function Tick(float DeltaTime)
{
	local Vector v1;
	local Vector v2;
	v1 = myBase1.SkeletalMeshComponent.GetBoneLocation(baseAttachedBoneName1);

	SkeletalMeshComponent.SetRBPosition(v1, boneName1);
	SkeletalMeshComponent.SetRBRotation(myBase1.Rotation, boneName2);
	
	//never fall asleep
	SkeletalMeshComponent.WakeRigidBody();
	
	v2 = myBase2.SkeletalMeshComponent.GetBoneLocation(baseAttachedBoneName2);
	//SetLocation(v2);
	SkeletalMeshComponent.SetRBPosition(v2, boneName2);
	SkeletalMeshComponent.SetRBRotation(myBase2.Rotation, boneName2);
	
	super.Tick(DeltaTime);
}

defaultproperties
{
}